<!DOCTYPE html>
<html lang="en">

	<head>
		<meta charset="UTF-8">
		<title>第一个three.js文件_WebGL三维场景</title>
		<style>
			body {
				margin: 0;
				overflow: hidden;
				/* 隐藏body窗口区域滚动条 */
			}
		</style>
		<!--引入three.js三维引擎-->
		<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
		<script src='./JS/OrbitControls.js'></script>
		<!-- <script src="./three.js"></script> -->
		<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
	</head>

	<body>
		<script>
			// 创建场景对象Scene
			var scene = new THREE.Scene();
			
			
			// 网格模型材质设置为白色
			var geometry = new THREE.BoxGeometry(100, 100, 100); //
			var material = new THREE.MeshLambertMaterial({
			  color: 0xffffff
			});
			var mesh = new THREE.Mesh(geometry, material);
			mesh.castShadow = true;
			//创建一个平面几何体作为投影面
			var planeGeometry = new THREE.PlaneGeometry(300, 200);
			var planeMaterial = new THREE.MeshLambertMaterial({
			  color: 0x999999
			});
			// 平面网格模型作为投影面
			var planeMesh = new THREE.Mesh(planeGeometry, planeMaterial);
			scene.add(planeMesh); //网格模型添加到场景中
			planeMesh.rotateX(-Math.PI / 2); //旋转网格模型
			planeMesh.position.y = -50; //设置网格模型y坐标
			// 设置接收阴影的投影面
			planeMesh.receiveShadow = true;
			// 方向光
			var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
			// directionalLight.intensity=0.5  
			// 设置光源位置
			directionalLight.position.set(60, 100, 40);
			// 设置用于计算阴影的光源对象
			directionalLight.castShadow = true;
			// 设置计算阴影的区域，最好刚好紧密包围在对象周围
			// 计算阴影的区域过大：模糊  过小：看不到或显示不完整
			directionalLight.shadow.camera.near = 0.5;
			directionalLight.shadow.camera.far = 300;
			directionalLight.shadow.camera.left = -50;
			directionalLight.shadow.camera.right = 50;
			directionalLight.shadow.camera.top = 200;
			directionalLight.shadow.camera.bottom = -100;
			// 设置mapSize属性可以使阴影更清晰，不那么模糊
			// directionalLight.shadow.mapSize.set(1024,1024)
			console.log(directionalLight.shadow.camera);
			scene.add(directionalLight);
			
			
			scene.add(mesh);
			
			// //环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
			// var ambient = new THREE.AmbientLight(0x440000);
			// scene.add(ambient);//环境光对象添加到scene场景中
			// //点光源
			// var point = new THREE.PointLight(0xff0000);
			// //设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
			// //PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
			// point.position.set(400, 200, 300);
			// scene.add(point);
			
			// 聚光光源
			var spotLight = new THREE.SpotLight(0xffffff);
			// 设置聚光光源位置
			spotLight.position.set(100, 200, 100);
			// 设置聚光光源发散角度
			spotLight.angle = Math.PI /6
			scene.add(spotLight); //光对象添加到scene场景中
			// 设置用于计算阴影的光源对象
			spotLight.castShadow = true;
			// 设置计算阴影的区域，注意包裹对象的周围
			spotLight.shadow.camera.near = 1;
			spotLight.shadow.camera.far = 300;
			spotLight.shadow.camera.fov = 20;
			
			var spotLightHelper = new THREE.SpotLightHelper( spotLight );
			scene.add( spotLightHelper );
			
			
			
			
			
			// 辅助三维坐标系AxisHelper
			var axisHelper = new THREE.AxisHelper(250);
			scene.add(axisHelper);

			/**
			 * 光源设置
			 */
			//点光源
			
			var ambient = new THREE.AmbientLight(0x444444);
			scene.add(ambient);	
			
			/**
			 * 相机设置
			 */
			var width = window.innerWidth; //窗口宽度
			var height = window.innerHeight; //窗口高度
			var k = width / height; //窗口宽高比
			var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
			//创建相机对象
			var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
			camera.position.set(200, 300, 200); //设置相机位置
			camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
			/**
			 * 创建渲染器对象
			 */
			var renderer = new THREE.WebGLRenderer();
			renderer.setSize(width, height); //设置渲染区域尺寸
			renderer.setClearColor(000000, 1); //设置背景颜色
			document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
			let render = () => {
				renderer.render(scene, camera); //执行渲染操作
			}
			render();

			var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
			controls.addEventListener('change', render); //监听鼠标、键盘事件
		</script>
	</body>
</html>
